RefPtr<const Program> shprog;
bool shprog_from_material;
RefPtr<ProgramData> shdata;
RefPtr<const Program> shprog;
bool shprog_from_material;
RefPtr<ProgramData> shdata;
void set_shader_program(const Program *, const ProgramData *);
const Program *get_shader_program() const { return shprog.get(); }
const ProgramData *get_shader_data() const { return shdata.get(); }
void set_shader_program(const Program *, const ProgramData *);
const Program *get_shader_program() const { return shprog.get(); }
const ProgramData *get_shader_data() const { return shdata.get(); }
- const std::string &get_slotted_uniform_name(const std::string &) const;
- void set_material(const Material *);
+ Tag get_slotted_uniform_tag(Tag) const;
+ void set_material(const Material *, DataFile::Collection * = 0);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
const Texturing *get_texturing() const { return texturing; }
int get_texture_index(const std::string &) const;
void set_back_faces(bool);
const Texturing *get_texturing() const { return texturing; }
int get_texture_index(const std::string &) const;
void set_back_faces(bool);